The stars of Pash-Mara

Witch

The witch is an arcane spellcaster capable of inflicting foul curses on her enemies and bestowing helpful boons to her friends.
She forms a pact with a patron spirit that teaches her spells and magical hexes.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) a light crossbow or (b) a dagger
(a) an herbalist kit

PATRONSPIRIT
At 1st level, you form a bond with a spirit that grants you magical powers and extra proficiencies.

SPELLCASTING
Witches learn spells from their patron spirits. Your patron spirit holds the knowledge of all the spells you have access to.

Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn an additional witch cantrip at 4th level and 10th level.

Spell Slots
The Wizard table (players handbook pg. 113) shows how may spell slots you have to cast your spells of 1st level and higher. To cast one of these witch spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Preparing Spells
You prepare the list of witch spells that are available for you to cast. To do so, choose a number of witch spells from your list of patron spirit equal to your Intelligence modifier + your witch level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You use the wizard spells per day table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent studying your spellbook and memorizing magical formulas and complex gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your witch spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Ritual Casting
You can cast a witch spell as a ritual if that spell has the ritual tag and you know that spell.
Learning Spells of 1st Level and Higher
At 1st level, you learn four 1st-level witch spells, plus the two 1st-level spells gained from your patron spirit. Each time you gain a witch level beyond 1st level, you can add one witch spell of your choice to your spirit patron. Each of these spells must be of a level for which you have spell slots. In addition, you gain your patron spirit spells at 3rd, 5th, 7th, and 9th level. On your adventures, you might find other spells that you can add to your spirit patron. You can also add wizard spells to your witch spirit patron if the spell is on both the witch spell list and the wizard spell list.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your witch spells.

Agony
With a quick incantation, you can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch’s level. A Constitution save negates this effect. A nauseated creature cannot use any actions, bonus actions, or reactions. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Bestow Vulnerability
You cause a creature to gain vulnerability to a number of damage types equal to half your proficiency for a number of rounds equal to your witch level if it fails a Charisma saving throw. Whether or not the saving throw I successful, a creature cannot be the target of this hex again for 1 day.

Coven
You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of a hag or another witch with this hex, you can use the Help action and expend a spell slot of a least 1st-level to increase the effective spell level of the next spell the other witch casts before the beginning of your next turn. Additionally, whenever you are within 30 feet of a hag or another witch with this hex, you can use the Help action to increase the saving throw DC of the next hex or spell cast by the other witch before the beginning of your next turn by an amount equal to half your proficiency bonus. At 8th level, you can create a magic sensor called a hag’s eye that you can see through. This functions as per the spell arcane eye. All other hags and witches within 10 feet who also have the coven hex can see through this sensor as well, although you still control it. You can use the hag’s eye for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Disguise
You can change appearance for a number of hours equal to your class level, as if using disguise self. At 10th level, this improves to alter self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Evil Eye
You can cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a penalty equal to your proficiency bonus on one of the following (your choice): AC, ability checks, attack rolls, or saving throws. This hex lasts for a number of rounds equal to 3 + your Intelligence modifier. A Wisdom save reduces this to just 1 round.

Flight
You grow lighter as you gain power, eventually gaining the ability to fly. At 2nd level, you can use feather fall at will and gain advantage on Strength (Athletics) checks made to swim. At 4th level, you can cast levitate once per day. At 6th level, you can fly, as per the spell, for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects you.

Fortune
You can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, granting him advantage on any ability check, attack roll, or saving throw. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. You can also extend the duration of this hex by concentrating on it for an additional number of rounds equal to your Intelligence modifier. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing Touch
You can soothe the wounds of those you touch. You can use your action to touch a creature and it can use its reaction to spend a number of Hit Dice up to to half its level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Jinx
You can use your reaction to cause a creature within 60 feet to suffer disadvantage on a single ability check, attack roll, or saving throw it is currently attempting to perform. Once a creature has been the target of this hex, it is immune to it until it finishes a long rest.

Misfortune
You cause a creature within 30 feet to suffer grave misfortune for 1 round. The target suffers disadvantage on any ability check, attack roll, or saving throw. A Charisma save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. You can also extend the duration of this hex by concentrating on it for an additional number of rounds equal to your Intelligence modifier. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Mist’s Shroud
The witch touches a willing creature (including herself) and enshrouds that creature in mist.
This grants the creature advantage on stealth roles. Creatures that ty to attack have disadantage on attacks targeting the creature. This lasts for one minute or one round of combat. At 8th and 16th levels, the mist lasts for one additional round of combat or an extra minute. Once this mist around it dissipates, the creature cannot be the target of this hex until it completes a long rest.

Restless Slumber
You can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Wisdom save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your witch level. This hex can affect a creature of any number of hit points. The creature will not wake due to noise or light, but others can rouse it with an action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 10th level, the range of this hex increases to 60 feet and a target that falls asleep due to this hex is subjected to the effects of the spell nightmare and must make a new saving throw each night or be unable to rest.

Retribution
You learn the spell hellish rebuke. At 10th level, you can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistance or immunity the creature possesses. This effect lasts for a number of rounds equal to your Intelligence modifier. A Charisma saving throw negates this effect.

Tongues
You can understand any spoken language for a number of minutes per day equal to your level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 6th level, you can use this ability to speak any language, as per tongues. At 10th level, the duration increases to a number of hours per day equal to your level.

Ward
You can use this hex to place a protective ward over one creature. The warded creature receives a bonus to AC and saving throws equal to your proficiency bonus. This ward lasts until the warded creature is hit or fails a saving throw. You know when a warded creature is no longer protected. You can have only one ward active at a time. If you use this ability again, the previous ward immediately ends. You cannot use this ability on yourself.

Waxen Image
You can spend your action to create a crude and unnerving wax duplicate of a creature you can see within 30 feet. Once the image is complete, the subject must make a Wisdom saving throw. If the subject fails, you gain a small measure of control over the creature. Whenever you exercise this control, the creature receives a new Wisdom save to end the effect. This effect occurs on your turn and uses the creature’s reaction. You can use the waxen image a number of times equal to your Intelligence modifier before it melts. As an action, you can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, you can spend one of your uses to simply torture the image, causing the creature to be stuned on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an charm effect.

Withering Blight
You can curse a creature or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time you must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to your class level × 10 feet. Blighting a creature is an action that requires a melee spell attack. If used on a creature, the creature gains the following curse: upon finishing a long rest, the creature must make a Charisma saving throw or have its hit point maximum reduced by 1 hit die and disadvantage on Constitution saving throws and death saving throws. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. You can only have a number of Withering Blight Hexes in effect at a time equal to your proficiency bonus. If this number is exceeded, the earliest cast Withering Blight Hex immediately ends.

ABILITYSCOREIMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

GRANDHEX
At 20th level, you learn a final hex of extraordinary power, selected from the following options.

Death Curse
This powerful hex seizes a creature’s heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature receives a Wisdom saving throw to negate the effect. If this save is failed, the creature gains 2 levels of exhaustion the first round of the hex. On the second round of the hex, the creature becomes gains 2 additional levels of exhaustion. On the third round, the creature dies unless it succeeds at a Constitution save. Creatures that fail the first saving throw but succeed at the second gain 1 more level of exhaustion. Slaying you ends the effect, but any exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Eternal Slumber
You can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Wisdom saving throw to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying you ends the effect. You can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. You can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation
You cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Wisdom save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Life Giver
Once per day you can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.
Natural Disaster
You can use this hex to call down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). You must concentrate for the duration of this effect. If disrupted, the effect immediately ends. You must finish a long rest before using this ability again.

Unending Curse
You can target a creature within 60 feet with this horrid curse. It must succeed on a Charisma saving throw or have disadvantage on all ability checks, attack rolls, and saving throws. This curse can only be lifted by rolling a natural 20 on both dice while rolling with disadvantage on an ability check, attack roll, or saving throw.